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https://github.com/mod-playerbots/mod-playerbots.git
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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56
src/Ai/Raid/GruulsLair/Strategy/RaidGruulsLairStrategy.cpp
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56
src/Ai/Raid/GruulsLair/Strategy/RaidGruulsLairStrategy.cpp
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#include "RaidGruulsLairStrategy.h"
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#include "RaidGruulsLairMultipliers.h"
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void RaidGruulsLairStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// High King Maulgar
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triggers.push_back(new TriggerNode("high king maulgar is main tank", {
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NextAction("high king maulgar main tank attack maulgar", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar is first assist tank", {
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NextAction("high king maulgar first assist tank attack olm", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar is second assist tank", {
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NextAction("high king maulgar second assist tank attack blindeye", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar is mage tank", {
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NextAction("high king maulgar mage tank attack krosh", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar is moonkin tank", {
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NextAction("high king maulgar moonkin tank attack kiggler", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar determining kill order", {
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NextAction("high king maulgar assign dps priority", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar healer in danger", {
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NextAction("high king maulgar healer find safe position", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("high king maulgar boss channeling whirlwind", {
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NextAction("high king maulgar run away from whirlwind", ACTION_EMERGENCY + 6) }));
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triggers.push_back(new TriggerNode("high king maulgar wild felstalker spawned", {
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NextAction("high king maulgar banish felstalker", ACTION_RAID + 2) }));
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triggers.push_back(new TriggerNode("high king maulgar pulling olm and blindeye", {
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NextAction("high king maulgar misdirect olm and blindeye", ACTION_RAID + 2) }));
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// Gruul the Dragonkiller
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triggers.push_back(new TriggerNode("gruul the dragonkiller boss engaged by main tank", {
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NextAction("gruul the dragonkiller main tank position boss", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("gruul the dragonkiller boss engaged by range", {
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NextAction("gruul the dragonkiller spread ranged", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode("gruul the dragonkiller incoming shatter", {
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NextAction("gruul the dragonkiller shatter spread", ACTION_EMERGENCY + 6) }));
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}
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void RaidGruulsLairStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new HighKingMaulgarDisableTankAssistMultiplier(botAI));
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multipliers.push_back(new HighKingMaulgarAvoidWhirlwindMultiplier(botAI));
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multipliers.push_back(new HighKingMaulgarDisableArcaneShotOnKroshMultiplier(botAI));
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multipliers.push_back(new HighKingMaulgarDisableMageTankAOEMultiplier(botAI));
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multipliers.push_back(new GruulTheDragonkillerMainTankMovementMultiplier(botAI));
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multipliers.push_back(new GruulTheDragonkillerGroundSlamMultiplier(botAI));
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}
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18
src/Ai/Raid/GruulsLair/Strategy/RaidGruulsLairStrategy.h
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src/Ai/Raid/GruulsLair/Strategy/RaidGruulsLairStrategy.h
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#ifndef _PLAYERBOT_RAIDGRUULSLAIRSTRATEGY_H
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#define _PLAYERBOT_RAIDGRUULSLAIRSTRATEGY_H
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#include "Strategy.h"
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#include "Multiplier.h"
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class RaidGruulsLairStrategy : public Strategy
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{
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public:
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RaidGruulsLairStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
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std::string const getName() override { return "gruulslair"; }
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
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};
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#endif
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